Skip to content
Merged
Show file tree
Hide file tree
Changes from 19 commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
8 changes: 5 additions & 3 deletions internal/characters/raiden/burst.go
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@ import (
"github.com/genshinsim/gcsim/pkg/core/event"
"github.com/genshinsim/gcsim/pkg/core/geometry"
"github.com/genshinsim/gcsim/pkg/core/glog"
"github.com/genshinsim/gcsim/pkg/core/player/character"
"github.com/genshinsim/gcsim/pkg/core/targets"
)

Expand Down Expand Up @@ -126,13 +127,14 @@ func (c *char) onSwapClearBurst() {

func (c *char) onBurstStackCount() {
// TODO: this used to be on PostBurst; need to check if it works correctly still
c.Core.Events.Subscribe(event.OnBurst, func(_ ...interface{}) bool {
c.Core.Events.Subscribe(event.OnEnergyBurst, func(args ...interface{}) bool {
if c.Core.Player.Active() == c.Index {
return false
}
char := c.Core.Player.ActiveChar()
char := args[0].(*character.CharWrapper)
amount := args[2].(float64)
// add stacks based on char max energy
stacks := resolveStackGain[c.TalentLvlBurst()] * char.EnergyMax
stacks := resolveStackGain[c.TalentLvlBurst()] * amount
if c.Base.Cons > 0 {
if char.Base.Element == attributes.Electro {
stacks *= 1.8
Expand Down
64 changes: 64 additions & 0 deletions internal/characters/varesa/asc.go
Original file line number Diff line number Diff line change
@@ -0,0 +1,64 @@
package varesa

import (
"github.com/genshinsim/gcsim/pkg/core/attributes"
"github.com/genshinsim/gcsim/pkg/core/combat"
"github.com/genshinsim/gcsim/pkg/core/event"
"github.com/genshinsim/gcsim/pkg/core/player/character"
"github.com/genshinsim/gcsim/pkg/core/stacks"
"github.com/genshinsim/gcsim/pkg/core/targets"
"github.com/genshinsim/gcsim/pkg/modifier"
)

const a1Status = "rainbow-crash"

func (c *char) a1() {
if c.Base.Ascension < 1 {
return
}
c.AddStatus(a1Status, 5*60, true)
}

func (c *char) a1PlungeBuff() float64 {
if c.Base.Ascension < 1 {
return 0.0
}
if !c.StatusIsActive(a1Status) {
return 0.0
}
if c.Base.Cons >= 1 || c.nightsoulState.HasBlessing() {
return 1.8
}
return 0.5
}

func (c *char) a1Cancel(a combat.AttackCB) {
if a.Target.Type() != targets.TargettableEnemy {
return
}
if c.Base.Ascension < 1 {
return
}
c.DeleteStatus(a1Status)
}

func (c *char) a4() {
if c.Base.Ascension < 4 {
return
}

m := make([]float64, attributes.EndStatType)
c.AddStatMod(character.StatMod{
Base: modifier.NewBase("varesa-a4", -1),
Amount: func() ([]float64, bool) {
m[attributes.ATKP] = 0.35 * float64(c.a4Stacks.Count())
return m, true
},
})

c.a4Stacks = stacks.NewMultipleRefreshNoRemove(2, c.QueueCharTask, &c.Core.F)
c.Core.Events.Subscribe(event.OnNightsoulBurst, func(args ...interface{}) bool {
c.a4Stacks.Add(12 * 60)
return false
}, "varesa-a4")
}
176 changes: 176 additions & 0 deletions internal/characters/varesa/attack.go
Original file line number Diff line number Diff line change
@@ -0,0 +1,176 @@
package varesa

import (
"fmt"

"github.com/genshinsim/gcsim/internal/frames"
"github.com/genshinsim/gcsim/pkg/core/action"
"github.com/genshinsim/gcsim/pkg/core/attacks"
"github.com/genshinsim/gcsim/pkg/core/attributes"
"github.com/genshinsim/gcsim/pkg/core/combat"
"github.com/genshinsim/gcsim/pkg/core/geometry"
)

var (
attackFrames [][]int
attackHitmarks = []int{23, 7, 33}
attackHitlagHaltFrame = []float64{0, 0, 0.03}
attackHitlagFactor = []float64{0, 0, 0.01}
attackHitboxes = [][]float64{{2.5, 2.5}, {2.8, 3.5}, {2.5}}
attackOffsets = []float64{-0.2, -0.2, 0}

fieryAttackFrames [][]int
fieryAttackHitmarks = []int{17, 29, 37}
fieryAttackHitboxes = [][]float64{{2.5}, {4, 4}, {4, 4.5}}
fieryAttackOffsets = []float64{1, -0.5, -0.5}
)

const normalHitNum = 3

func init() {
attackFrames = make([][]int, normalHitNum)

attackFrames[0] = frames.InitNormalCancelSlice(attackHitmarks[0], 49) // N1 -> Walk
attackFrames[0][action.ActionAttack] = 33
attackFrames[0][action.ActionCharge] = 23

attackFrames[1] = frames.InitNormalCancelSlice(attackHitmarks[1], 30) // N2 -> N3
attackFrames[1][action.ActionCharge] = 17
attackFrames[1][action.ActionWalk] = 28

attackFrames[2] = frames.InitNormalCancelSlice(attackHitmarks[2], 59) // N3 -> Walk
attackFrames[2][action.ActionAttack] = 45
attackFrames[2][action.ActionCharge] = 32

fieryAttackFrames = make([][]int, normalHitNum)

fieryAttackFrames[0] = frames.InitNormalCancelSlice(fieryAttackHitmarks[0], 39) // N1 -> Walk
fieryAttackFrames[0][action.ActionAttack] = 29
fieryAttackFrames[0][action.ActionCharge] = 31

fieryAttackFrames[1] = frames.InitNormalCancelSlice(fieryAttackHitmarks[1], 47) // N2 -> Walk
fieryAttackFrames[1][action.ActionAttack] = 39
fieryAttackFrames[1][action.ActionCharge] = 25

fieryAttackFrames[2] = frames.InitNormalCancelSlice(fieryAttackHitmarks[2], 63) // N3 -> N4/Walk
fieryAttackFrames[2][action.ActionCharge] = 37
}

func (c *char) Attack(p map[string]int) (action.Info, error) {
// OnRemoved is sometimes called after the next action is executed. so we need to exit nightsoul here too
c.clearNightsoulCB(action.NormalAttackState)

if c.StatusIsActive(skillStatus) {
// TODO: or c.Core.Player.Exec(action.ActionCharge, c.Base.Key, nil)
return c.ChargeAttack(p)
}
if c.nightsoulState.HasBlessing() {
return c.fieryAttack(), nil
}

Comment thread
imring marked this conversation as resolved.
windup := 0
if c.NormalCounter == 0 {
if c.Core.Player.CurrentState() == action.BurstState && c.usedShortBurst {
windup = 4
} else {
windup = 6
}
}

ai := combat.AttackInfo{
ActorIndex: c.Index,
Abil: fmt.Sprintf("Normal %v", c.NormalCounter),
AttackTag: attacks.AttackTagNormal,
ICDTag: attacks.ICDTagNormalAttack,
ICDGroup: attacks.ICDGroupDefault,
StrikeType: attacks.StrikeTypeDefault,
Element: attributes.Electro,
Durability: 25,
Mult: attack[c.NormalCounter][c.TalentLvlAttack()],
HitlagFactor: attackHitlagFactor[c.NormalCounter],
HitlagHaltFrames: attackHitlagHaltFrame[c.NormalCounter] * 60,
CanBeDefenseHalted: true,
}
var ap combat.AttackPattern
switch len(attackHitboxes[c.NormalCounter]) {
case 1: // circle
ap = combat.NewCircleHitOnTarget(
c.Core.Combat.Player(),
geometry.Point{Y: attackOffsets[c.NormalCounter]},
attackHitboxes[c.NormalCounter][0],
)
case 2: // box
ap = combat.NewBoxHitOnTarget(
c.Core.Combat.Player(),
geometry.Point{Y: attackOffsets[c.NormalCounter]},
attackHitboxes[c.NormalCounter][0],
attackHitboxes[c.NormalCounter][1],
)
}
c.Core.QueueAttack(ai, ap, attackHitmarks[c.NormalCounter]-windup, attackHitmarks[c.NormalCounter]-windup)

defer c.AdvanceNormalIndex()

return action.Info{
Frames: func(next action.Action) int { return attackFrames[c.NormalCounter][next] - windup },
AnimationLength: attackFrames[c.NormalCounter][action.InvalidAction] - windup,
CanQueueAfter: attackHitmarks[c.NormalCounter] - windup,
State: action.NormalAttackState,
}, nil
}

func (c *char) fieryAttack() action.Info {
ai := combat.AttackInfo{
ActorIndex: c.Index,
Abil: fmt.Sprintf("Fiery Passion %v", c.NormalCounter),
AttackTag: attacks.AttackTagNormal,
ICDTag: attacks.ICDTagNormalAttack,
ICDGroup: attacks.ICDGroupDefault,
StrikeType: attacks.StrikeTypeDefault,
Element: attributes.Electro,
Durability: 25,
Mult: fieryAttack[c.NormalCounter][c.TalentLvlAttack()],
HitlagFactor: 0.01,
HitlagHaltFrames: 0.03 * 60,
CanBeDefenseHalted: true,
}

Comment thread
imring marked this conversation as resolved.
windup := 6
switch c.Core.Player.CurrentState() {
case action.NormalAttackState:
windup = 0
case action.BurstState:
if c.usedShortBurst {
windup = 0
} else {
windup = 4
}
}

var ap combat.AttackPattern
switch len(fieryAttackHitboxes[c.NormalCounter]) {
case 1: // circle
ap = combat.NewCircleHitOnTarget(
c.Core.Combat.Player(),
geometry.Point{Y: fieryAttackOffsets[c.NormalCounter]},
fieryAttackHitboxes[c.NormalCounter][0],
)
case 2: // box
ap = combat.NewBoxHitOnTarget(
c.Core.Combat.Player(),
geometry.Point{Y: fieryAttackOffsets[c.NormalCounter]},
fieryAttackHitboxes[c.NormalCounter][0],
fieryAttackHitboxes[c.NormalCounter][1],
)
}
c.Core.QueueAttack(ai, ap, fieryAttackHitmarks[c.NormalCounter]-windup, fieryAttackHitmarks[c.NormalCounter]-windup)

defer c.AdvanceNormalIndex()

return action.Info{
Frames: func(next action.Action) int { return fieryAttackFrames[c.NormalCounter][next] - windup },
AnimationLength: fieryAttackFrames[c.NormalCounter][action.InvalidAction] - windup,
CanQueueAfter: fieryAttackHitmarks[c.NormalCounter] - windup,
State: action.NormalAttackState,
}
}
Loading